TheWheelOfCheese
TheWheelOfCheese
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Hag and Legion are always a chore to play against no matter how the killer plays. Hag's kit gives free reign to proxy from half the map away and Legion takes the "hold M1" role and makes you hold M1 more. I have never had a fun match vs either of them, and the game would be better off if they were removed entirely.
Pinhead can be annoying if your team doesn't understand when to pick up and solve the box.
Bubba is usually annoying because nearly every Bubba I face seems to camp or proxy. There's no way to do anything but trade against a camping Bubba, which makes endgame altruism plays entirely pointless.
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This seems to fall pretty squarely under the category of "refusing to participate in normal gameplay."
Survivors not touching gens for an extended period of time is bannable. I would very strongly suspect that the killer refusing to hook anyone for an extended period of time when given the chance multiple times, and not doing anything else to advance their objective (such as searching for the other player) would at a minimum be categorized as griefing.
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@Sonzaishinai said:
Imo all that needs to happen is that survivors need to be punished more from getting hooked and the difference between 3 and 4 survivors need to be lessened drastically
A survivor on dead hook repairs gens just as fast as a survivor who hasn't been hooked. That really promotes focussing them out. If a hooked survivor was slower at repairing gens then it might be better to spread that debuff first before removing people
Simular the difference between 3 and 4 survivors is huge. If survivors got some kind of desperation bonus when somebody is dead then getting someone out asap without debuffing the others might not be the most optimal outcome
Tunneling exist cause it's the most efficient. It's usually not something personal or a cheap tactic. It is by a logical standpoint just the most efficient way to play.
Make spreading hooks more efficient and tunneling will be lessened drastically
This will only work if hooking 3 different survivors debuffs them so much that all 4 survivors' combined repair speed is that of 3 survivors, otherwise tunneling is still more efficient.
Edit: No, actually it would need to debuff them more than that, because once 3 survivors are left, the killer can often reduce the gen pressure to zero because all survivors are hooked, saving, or being chased.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314856#Comment_3314856
One thing that a lot of people seem to overlook since patch 6.1 is BBQ. Many survivors stated that they hated seeing BBQ every match, but it was actually one of, if not the most healthy perk in the game. Nearly every killer had it equipped for the BP bonus, and as if on accident it also showed every killer all kind of opportunites after hooking someone, peeling them away from the hook without forcing them. Yes, camping occured back then too, but BBQ gave a killer a new target, showed them opportunity and thus kept the game going.
I would propose to find some way to punish killers for camping and tunneling, but also (and especially) giving them a smol BBQ basekit, ie show them the aura of one survivor when hooking someone and giving them a speedboost of +15% as long as they are moving in the general direction of that survivor, outside of a chase and 16m away from their targeted survivor. This would give killers a big incentive to go hunting instead of camping and even allow slow non-mobility killers to do so without hurting themselves.
Also, maybe we could give killers a one time score event when they hook all four survivors, making this a sort of secondary objective like back in the old days of BP BBQ, and maaaaybe give them a small 15s Entity blocks all gens once every survivor is hooked once and another time once everyone is hooked twice with everyone being still alive, rewarding the killer for spreading the love instead of focusing one down.
Essentially we must make playing for 12 hooks worth the killers time AND not sabotaging themselves totally in the process. Low skill killers would then still camp, but others could try to go for fun games again, especially when they don't end after 3 chases.
I like this line of thinking, but it's not going to cause any sort of significant dent in tunneling unless whatever incentive is given to killers is more substantial than making the game a 3v1. Tunneling someone out basically stops all gen pressure if the killer is good (one hooked, one saving, one being chased). If the incentive not to tunnel isn't at least as good as that, killers (who want to win) will simply continue to tunnel.
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In over 1.3k hours, I can count on one hand the number of mercy kills that have been given to me.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316419#Comment_3316419
Oh, Garden of Joy got the old Haddonfield fences? I haven't been paying attention to it much, too busy cursing the ambient noise. xD
In a few spots, yeah. It's super funny how many people think they're safe on the other side of a waist-high fence.
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killers can hit over the windows a little bit and they are not allowed to do that
Your friend is wrong. Killers are very much allowed to hit you through a window.
You can get hit through windows and over other low non-vaultable obstacles even without vaulting. This is common to see when playing Deathslinger, where you will get speared through a window, reeled to it, then hit over the window.
Some of the short loops in the game such as on Garden of Joy have short fences that you can also hit over, which it seems very few survivors know about because they'll run loops by fences super tight and give me a free hit very regularly.
Windows aren't walls.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316359#Comment_3316359
I'd say it can still be stressful to have 3 gens pop after a first chase no matter what; either that first chase went really badly (90s on gens) or they brought toolboxes to clear it faster, which is never something that stops being a pain. And, obviously, it meant that everyone spawned spread out a bit, which sucks for early pressure.
It's not ideal, but it's usually far from an unmanageable situation. The early game is in the survivors' favor, and that's something a lot of killers don't seem to realize, even though it should be obvious (nobody is hooked or injured, they have nothing to do but gens, weird tome challenges aside).
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Or maybe it's just that I'm newer to the game, I've only got about 30 hours and I got the game 2 days before Christmas.
100% this is it. DBD is not like a lot of other games where there's a ramp for new players. You are tossed directly into the fray and, while the game gives you quite a bit of information about what is going on, it gives you surprisingly little guidance about what you should do with it. That's something you learn from experience.
Ultimately, there's two kinds of knowledge in this game, and you'll see them referred by these terms on the forums a lot:
- Micro play - this is your mechanical, short-term play. Mind gaming at loops, knowing how to get hits/downs with your killer power, even just knowing the basic controls, etc.
- Macro play - this is managing the overall state of the match. For example, knowing when you should abandon a chase to go pressure generators, knowing where survivors are (or are likely to be), knowing what perks and/or items are in play and how they are likely to affect the outcome of the match, etc.
Typically you will get better at micro play first, which will result in you ending chases sooner. Macro play takes a bit longer to develop because a lot of it is based on intuition that is "programmed" from seeing how prior matches have played out.
For example, it's common for a lot of killers to feel super stressed or discouraged when 2 or 3 gens are completed around the time they get their first hook. However, they don't understand that this is because 3 survivors have been free to work on generators. Once the hook happens, someone needs to come save, and you should also be trying to engage in another chase. This means you have one hooked survivor, one rescuing survivor, one chased survivor, and one survivor who can work on gens, so just by hooking and finding someone new you have cut the survivors' gen pressure down to one third of what it was.
And this assumes the survivors coordinate. The two survivors who aren't being chased and aren't hooked might not know what the other is doing. If both go for the save, now nobody is on gens. If neither do, you get a second hook state for free by the time they realize nobody is trying to unhook.
So yes, I would say at your level being stressed all the time is normal. There's a few reasons this shouldn't be the case long-term. First, as you get better game sense you will feel more in control of the match. Second, you should eventually come to the realization that bad matches happen, especially if you are given a team on comms. While it is easier said than done, you should be using these matches to practice your micro play and not let the loss bother you that much. Matchmaking will create games that you realistically can't win at your skill level; this is an opportunity to observe good players and learn from them. And realize that the opposite is going to happen a lot, too -- you will be fed teams way below your own skill level.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3316270#Comment_3316270
Exactly, and that's why Patrick, during one of the dev streams, also talked about how, if matches were to be completely fair, people would be waiting for hours for matches so the system prioritizes speed over even skill levels. Dowsey, as my example again, is definitely in the top MMR but, after the skill cap was reduced, switched from hour long waits to a few minutes. Lowering the MMR cap did not magically create a bunch of more skilled players; it just increased the range of players he can match with.
Otherwise, who's going to wait an hour for a match? Nobody.
And this is why being at or near the soft cap sucks so much. Once you get close it's mostly up to matchmaking which side wins. There comes a point where you realize you didn't really win because of your skill, you won because the matchmaker flipped a coin and got heads this time. (Not saying skill isn't relevant, but matchmaking creates so many games that are just totally hopeless for either side, and that's depressing.)
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315709#Comment_3315709
Nah, she is a relic of the past because she was released during a time where DBD was WAY differen than before. There was so much broken stuff which justified having Nurse around. But this is not the case anymore.
And if you really think, the Devs care about Survivors fun when they release a Killer like The Knight, you are so wrong. Knight is a pain to go against and really unfun. He is probably the generally most hated Killer in this game.
Knight is probably one of the easiest killers to face. He's in the same category as trapper.
Are you actually suggesting that people would rather go against Legion than Knight? I can't believe that for one second.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315628#Comment_3315628
The thing is, if you have a random event when Slowdown is happening, this has the chance to be either too strong or too weak. If I go with your example, you can get back a really strong Pallet (imagine having to deal with a second Shack Pallet as Killer) or a really weak Pallet (lets say downstairs in Temple of Purguation, one of those which are available even before the Gen got completed), which will not help at all.
When it comes to Slowdown, I would agree that a bit of Slowdown is needed. But what is currently used is way too extreme. And too much synergy as well: Eruption has a lot of Slowdown-Potential alone - 10% instant Regression, then, if nobody touches the Gen, around 6% on top of it. Also, the Survivor cannot work on any Gen for 25 seconds, which is also 28% of a Gen. So one Hit with Eruption would mean that there is already around 44% of Gen Progress gone, so almost half a Gen was added. And we all know that there will not be only one hit with Eruption. And the only counter is to be on Comms and tell when you are about to go down.
And, on top of that, the synergy. With Call of Brine you regress double the Speed AND get information when the Survivor hits a good Skill Check. With Nowhere to Hide (which is completely fine on its own), you can get in a chase really quick after applying Eruption AND Call of Brine.
And all of that is simply too much and not really needed. And I am very sure, once Eruption is nerfed (which will happen), a lot of Killers will get a lot of really bad games because they relied too much on too much Slowdown.
Personally, I think there should be more spice to repairing a Generator. Like, really a second Objective. Obviously you dont have 90 second Gens and add a second Objective, which also takes time on top of it. But even if we just say that Survivors have to gather Parts and it should take them 45 seconds and THEN we reduce time on a Gen to 45 seconds, this would also be an improvement. To get one Gen done, it would still be 90 seconds, but the Killer would have more ways to interrupt, simply because Survivors have to move and cannot work on a Gen instantly. It would not be direct Slowdown, but some form of "natural" Slowdown. (But this is just hypothetic, including the numbers. And I doubt it will ever come, DBD is over 6 years old, we wont see any Changes to the Core Mechanics Hooking and doing Gens)
The thing is, if you have a random event when Slowdown is happening, this has the chance to be either too strong or too weak.
Sure, I'm not suggesting it has to be random. This was only an example. I'm sure there's workable ideas along this train of thought.
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@Aven_Fallen said:
The actual problem is that Nurse is still too strong and a relic of the past which really should not exist like that. You always have to ask - would DBD release a Killer like her nowadays? And the answer is a clear "No".
And well, naturally Killers switch to as much Slowdown as possible, because it is the easiest way to play Killer. You drag out the game, which means less ressources, which means easier chases, which results in more Downs, followed by more Slowdown and so on. And honestly, if you need 20 minutes to kill 4 Survivors, who are most likely better than you, you should not win.
Last but not least - for me, nothing will change. I play Nurse with my Build, which is full Aura Read (except for Shadowborn). And I mostly go against Nurses who already stack Slowdown a lot and a Starstruck-Nurse is quite a rarity. (Because, again - stacking Slowdown is easier, so more players go for that... Even on Nurse)
This makes me wonder if there's a way to balance slowdown against resource use, like "every time pain res activates, a random pallet respawns." I'm not suggesting exactly that, but I think the general idea of giving survivors back resources in exchange for slowdown should be explored.
The other side is that slowdown is pretty much mandatory when facing a well-organized group if you don't want the gens done in 5 minutes. I really wish we could get a better picture of our opponents' skill as killer so that we can decide how we want to play. I don't want to bring stacked slowdown against new solo players. That's not fun for me and it's not fun for them.
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@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315375#Comment_3315375
I honestly think it would. And I hardly see anyone on my team playing with it. I sure don't I tried it before and I dead harded into a wall so no thanks. But this whole this and that crap is never ending. Survivors crying about killer perks killers crying about survivor perks. But my main thing is, and I stand by this..that tunneling and camping have gotten so much worse. And I'm not talking about because gens are flying. I'm talking 5 gens still up. Killers tunneling because someone brought in 1 and 1 one item. It's getting out of hand, I've ran into more people lately saying that they don't like the game anymore. I just hate seeing the numbers drop because it's one of my fav games. Just sad to see is all.
I honestly think it would. And I hardly see anyone on my team playing with it.
I see 3-4 a match pretty consistently these days.
I sure don't I tried it before and I dead harded into a wall so no thanks.
The first time that I really used DH was last week when I was doing the David adept. Which, incidentally, is the worst survivor adept by far just because of No Mither. Holy hell. Anyway, I probably easily hit over 80% of my DHs. It's not a hard perk to use, with the caveat that latency can mess with the timing quite a bit. You have to predict the latency impact as much as when the killer will attack.
Otherwise, I mostly agree with this reply. It is a shame to see a lot of killers tunneling early. Having said that, it is often a very effective strategy and that's BHVR's fault. I would love to see them address tunneling in a way that doesn't put killers at a huge disadvantage, because then the game would be more fun for everyone.
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@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315359#Comment_3315359
I never said that anything was killers "fault" I stated an opinion of my own free will. If you're that titled over it maybe you should breathe a little bit. I'm only speaking on my own experience and no one else's. I don't speak for all 100% solo q survivors just as you or no one else speaks 100% killer mains. There's is always going to be stuff that the other side does or has no matter what. I get gens are too fast, I get having x y and z makes it harder. But I'm speaking on the games where my entire team is slugged never hooked and left to bleed out. Getting that treatment enough is gonna make anyone throw on meta perks. I just wish that most killer mains could have the "fun" games wr have over and over and over and be told to get good or stop using crutch perks..again MY OPINION...just so you know.
Lol, "tilted." What a cute way to dismiss a reply, as though the only possible reason someone could disagree with you is because they're angry, not because what you said is wrong.
Killers camping and tunneling every game is the issue. People would use the perks as much if there wasn't so much of that stuff.
...
I never said that anything was killers "fault"
That's pretty much exactly what you said.
I don't care either way, bring what you want. But saying that DH's pick rate will go down in any significant way if killers stop playing a certain way is laughable.
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@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315359#Comment_3315359
Killers stacked more slowdown because the 10s gen time came with a nerf to the perks that actually made for the most slowdown (I did a rough estimate on it on the 'why are killers lazy' thread). Unfortunately, Eruption forces a 3-gen playstyle to be at its most effective, and once you have that 3 gen it can get more total slowdown than the old meta because of reapplication after reapplication.
But old pop had better burst slowdown, and old ruin was CoB everywhere so it did way more to actually stall the game (at least until cleansed) and buy the early time needed. And then Hyperfocus was added on top of it. And the Bloodweb rework means it's very rare to not see any items or toolboxes. And Prove Thyself is still also a really good BP perk, so people bringing at least one gen progress perk is common.
Don't disagree with any of this.
But my point isn't about specific perks, it's a rebuttal to the point "people will stop bringing strong perks when they don't need them to win."
No, people will (generally) bring stuff that makes it easy to win.
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@Krazzik said:
It's precisely the reason they can't buff anti-tunnel in this game.
I mean they could make it so that unhooked survivors also lose collision while they have endurance, something that's been suggested by several well-known DBD streamers.
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@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315322#Comment_3315322
Killers camping and tunneling every game is the issue. People would use the perks as much if there wasn't so much of that stuff. It's gotten ridiculous even with the Gen increase speed. I had a dude in my lobby that brought in a MEDKIT killer tunneled him to death for it. Like really? That what this game has come to.
People would use the perks as much if there wasn't so much of that stuff.
No, that is absolutely not what would happen.
BHVR: "let's add 10s to gen times so killers don't need as much slowdown." Killers: Stacks more slowdown. (Granted, BHVR released Hyperfocus right after doing this.) BHVR could increase gen times to double what they are and Eruption+COB would still be meta.
If BHVR "fixes" tunneling and camping, survivors are still going to run DH. "The game is too easy now so I will stop bringing DH" is not something that is going to happen unless DH stops being the best survivor perk in the game.
Both sides are generally going to bring stuff that makes it easier to win. Stop pretending like it's killers' fault that DH still has the highest pick rate; it's BHVR's fault.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/360569/i-dont-get-it
- Are they? That really depends on RNG. Some maps (Swamp, Eyrie, Badham, Midwich etc.) are notorious for having 1 hook for a huge area, or sometimes areas where you simply...cannot hook anyone.
- What? The only killers with no TR are Wraith and...I guess Sadako and Ghostface, but that's part of their kit. None of these killers are close to powerful. Not sure what the complaint is here.
- Blindness is one of the most useless status effects in the game - the only survivor perks it counters are aura reading. I'm guessing this is a complaint about Fearmonger, which likely means you are newer (not an insult, but Fearmonger is a base perk and so you only really see it on newer killers). Important stuff, like survivors being hooked are not hurt by blindness at all. Also - uhh...if you want to see what it's like to have your entire kit countered, play some killer.
- The only killer that can instantly kill you is Sadako, and that takes some doing. Exposed killers are balanced around this mechanic, and there are ways to offset it. The hooks are not close together at all. Also - suiciding because you got downed is just incredibly bad sportsmanship and one of the things that makes solo queue so miserable.
- That's a cute idea, but likely a bit ambitious as it would completely change the balance of the game.
I get the sense that you are a little newer - and that's completely fine. But...honestly, I'd strongly recommend playing some killer too, as not only will you get a sense of how to counter these complaints, but you'll see that most of them are a complete non issue.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315287#Comment_3315287
Tunneling/camping is unfortunate - but understand that killers don't know if they're going to be facing a team of organized loop monsters or a bunch of solos, and sort of have to play mean in case it's the former.
Why are you going down so fast though? If it's a Myers, you can loop him all day and he has a TR when he can instadown. A Ghostface? Just look out for him and reveal him by looking at him, or run away.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315258#Comment_3315258
Have you tried hooking a survivor on Midwich or Badham? There are spots where it's almost impossible as is.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314996#Comment_3314996
Think of it this way.
Survivors can choose to play in SWFs or play solo.
Killers cannot choose not to face SWFs.
Thus, killers need to play every game, at least to start, as if it was a comp squad - and sadly, by the time you realize that you were actually facing a chill group or solos, it's a bit late.
Now...I'll generally try to dial back once I realize that - but after you get crushed by a comp squad who probably deliberately tanked their MMR and tell you to uninstall in postgame/leave nasty messages on your Steam wall, you're going to want to avoid that - and sometimes that means playing hard.
A few minor corrections. I don't disagree with your overall point, just supplying additional info.
The only killers with no TR are Wraith and...I guess Sadako and Ghostface
T1 Meyers, Pig while crouched, Spirit while phasing (TR stays at the husk), Twins while controlling Victor, and Dredge during nightfall. Arguably Freddy while asleep, though there is a lullaby (like demanifested Sadako).
The only killer that can instantly kill you is Sadako
Tombstone Meyers has entered the chat.
Devour is also a thing, but requires 5 hooks and can be cleansed.
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@healsoflove718 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314043#Comment_3314043
You're talking about SWFs, I play as a solo survivor. Have you?? Have you seen the groups you get put in with? I can admit I still have to learn a lot about the game but, I focus on gens, I can unhook safely, I can cleanse do totems, heal, take hits for my teammates, etc. I suck at looping the killer. Most solo queue is a disaster. It's not fun when you have killers that can one-shot you within the FIRST MINUTE of the game as a solo survivor. Now, if you're talking about swfs players, I totally understand where you're coming from and would agree with you but as a solo survivor who just wants to play alone, you encounter a lot of situations where killers have the upper hand in the end. I just got out of a game where it was Myers, of course, he can one shot within 2 mins of the game with his power, first person to get hooked decided to kill themselves, leaving 3 vs 1 killer with instant kills, with 5 gens to still do. How is that fun? Who benefits at the end of it? The killer with 4 kills! Survivors leave with less than 5k blood points. Then, you have tunneling/camping killers who still just sit there by the hook or still end up chasing whomever they hooked after they were rescued. The rest of the solo survivors aren't doing gens in solo queues. They're either walking around aimlessly, crouching by hooks or running towards the person that's hooked! lol... it's a mess.
You're talking about SWFs
Not necessarily. But SWF has to be taken into account in issues of balance because it is a thing that exists.
I play as a solo survivor. Have you??
I can count on one hand the number of times I've played with friends. When I play survivor, it's pretty much exclusively solo.
Most solo queue is a disaster.
No argument here, but nothing you said is directly related to solo vs SWF so I'm not really even sure why you're bringing it up.
It's not fun when you have killers that can one-shot you within the FIRST MINUTE of the game as a solo survivor.
In most solo games someone is going down within the first minute, one-shot or not.
I just got out of a game where it was Myers, of course, he can one shot within 2 mins of the game with his power
Meyers is a D-tier M1 killer, among the weakest 5 killers in the game. I mean, if you are going down to him then it's probably because...
I suck at looping the killer.
Oh. Yeah, that's probably it.
I'm not great at it either, to be honest. Which is why when I go down to a killer, I try to get better at looping instead of complaining on the forums.
first person to get hooked decided to kill themselves, leaving 3 vs 1 killer with instant kills, with 5 gens to still do
The rest of the solo survivors aren't doing gens in solo queues. They're either walking around aimlessly, crouching by hooks or running towards the person that's hooked! lol... it's a mess.
Yep that's solo queue.
It's also not the fault of the killer's one-shot down ability, it's the fault of your teammates, so you should put the blame where it belongs instead of blaming the killer that you got bad teammates with impulse control issues.
How is that fun? Who benefits at the end of it? The killer with 4 kills!
I main killer and there has not been a single game with a DC/suicide at 5 gens where I've felt good about the situation. Fun comes from challenge, and a 3v1 is not a challenge. Steamrolls aren't fun in either direction.
The killer shouldn't even be getting that much BP after such a match. DC's don't count as kills for the purposes of tome challenges, either.
There definitely are some killers who revel in the ease of a 3v1 after a DC but I doubt they are the majority. Most killers you see who play oppressively after a DC are probably just trying to end the match as quickly as possible so that everyone in the match can move on to a better one. If I had the option to quickly end the match with all other survivors escaping in a way that didn't give me a DC penalty, I would take it much of the time.
Then, you have tunneling/camping killers who still just sit there by the hook or still end up chasing whomever they hooked after they were rescued.
This happens sometimes in my games as well. If they're camping, do gens and go for a hook trade when they are close to the next stage. If they're tunneling, try to body block and force aggro onto yourself. It won't always work, and there's not a whole lot you can do about it when it doesn't other than to try to just do gens.
I'm still missing the connection between what you wrote here and your original post. The one-shot down is the only connection I see.
Basically it seems like you're just very frustrated with the game, and solo queue in particular, which is not exactly a unique perspective, but the complaints in your original post make very little sense to players with experience. Nobody who has played this game for more than a few months thinks blindness perks or stealth killers are OP. If you actually are this frustrated with the game then just play something else.
I reiterate my suggestion to play killer for a few weeks and see if it's as easy as you seem to think it is.
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@Paternalpark said:
All killer perks are braindead. You just do your objective and your rewarded in the way you chose prior.
Survivor needs mostly luck and skill and planning to buy half a minute at most.
Ah yes, because survivor perks that reward doing their objective don't exist, like Hyperfocus + Stake Out, Prove Thyself rewarding additional gen progress for doing gens. Sprint Burst, which rewards running. Adrenaline and Hope, which reward completing gens. That's just off the top of my head.
Yes, none of these perks exist....
Survivor main detected.
Both sides have braindead perks and both sides have situational, skillful, and memey perks.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314630#Comment_3314630
That's subjective, but okay - 'Easy to waste and hard to get the most out of'.
TBH that sounds more like Sprint Burst.
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@StarLost said:
Eh...
The 4 primary Ex perks work a bit like this.
Lithe: Least powerful, but easy to use without many drawbacks.
Sprint Burst: Very powerful, easy to use but has a massive drawback.
BL: Somewhat powerful, easy to use but very conditional and map dependent.
Dead Hard: Most powerful, hard to use, can be countered with addons/abilities, no drawbacks.
Head On and Smash Hit...aren't really worth mentioning.
Dead Hard: Most powerful, hard to use, can be countered with addons/abilities, no drawbacks.
DH is not hard to use.
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@sluc16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314268#Comment_3314268
I never said it should deafen, but if I'm not making noise, it should not be that easy too find me
Your character makes noise all the time, though. Are you suggesting that your character shouldn't make breathing noises?
If it bugs you this much maybe run a different item? Not sure what to tell you.
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@sluc16 said:
I don't think regression perks should be removed, more likez combination of them should not be allowed, they are just too powerful when combined and do all the heavy lifting for the killer
I'm on board with this if survivors can only run one perk each.
The killer gets 4 perks and survivors get 16. The killer's are supposed to be more powerful.
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@sluc16 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3314252#Comment_3314252
I don't agree, if flashlight is only to save then the usage of the flashlight is way too situational, is supposed to be also a tool to confuse the killer and help you in a chase, if a killer can be blinded and still knows where I and and even go around object and walls to get me while blind is just ridiculous and pointless
if flashlight is only to save then the usage of the flashlight is way too situational
You are right, it's very situational. Flashlights can be used for saving a carried survivor, destroying hag traps, and destroying artist crows. Beyond that they are generally pretty weak.
I'm not sure why you think that blinding someone should also deafen them. You have taken away one of the killer's senses, but that doesn't mean they don't get to use their others to find you.
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The change is for all games. Based on the wording, it sounds like the post-match rating ("the entity hungers" to "merciless killer") is based on kills, while pips are based on emblems as before. In other words, I believe it will now be possible to get "merciless killer" and not double-pip.
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@healsoflove718 said:
- Why are hooks so close to each other?? It encourages camping & tunneling!!! If it's not balanced, make hooks further apart and increase wiggle to balance it out.
- Why do 60% of killers have no terror radius?? If that's the case, survivors shouldn't have scratch marks OR instead, give us a perk that allows us to leave no scratch marks behind with a CD.
- A lot of survivor perks are countered with blindness... why bother making those perks to begin with? They're useless. Every perk you bring in should count for SOMETHING, otherwise, it's a used perk taking up space doing nothing. These counters are ridiculous and make the game NOT FUN! We put in a lot of game time/hours leveling our characters just to find out that the perk we wanted DOESN'T WORK!!!
- Killers that can instantly kill you or 1 shot you? NOT FUN. I just die on the hook. If ONE survivor alone can't do an instant generator, instant open chest, instant anything, killers shouldn't either. Then, you add into account that hooks are so close to each other, smaller maps, it's easy for killers and solo survivors it's a nightmare. In matches where killers just one shot me, I kill myself on hook and move on to the next game which makes me feel really bad for the rest of my solo survivor team but if I'm not having fun, forget it... it's not worth it.
- Create a special slot for both killers and survivors such as a specialty perk slot. For survivors, create unique customization which allows the survivor to become proficient in a particular ability such as healing, totem finder/cleanser, or some sort of buffs that each survivor can bring into the game with their 4 added perks. The same thing goes for killers, killers can have a unique perk slot where it gives them haste, or added buffs to down survivors. So, in the end, you have ONE special ability/specialty and your 4 added perks. OR make exhaustion perks ONE special ability with 4 perks that you can bring into the game.
- Hook spread has no effect on tunneling whatsoever, and it only really affects camping if two players went down at once (it makes it easier to camp them both). But when you have two survivors hooked even remotely close to each other, proxying them both is objectively the correct play. This is not a hook spread problem, this is a "survivors threw by being too altruistic" problem.
- 60%? Not even close. 20% of the roster has built-in stealth. There are some perks and add-ons that can give some stealth (undetectable / oblivious) to any killer, but their use is usually very situational and some can be completely countered by e.g. cleansing the hex totem.
- The only perks that grant "permanent" blindness are hexes, which can be cleansed. Others, such as Fearmonger, have specific activation criteria and are also not in effect the whole game.
- The killer has four survivors to manage. "The killer can one-shot down so survivors should be able to do instant generators" belies a lack of understanding of asymmetric games. The two sides are not supposed to have equal abilities, and survivors are not expected to run the killer for 5 generators. (Also, survivors have plenty of tools to speed up generator repairs. If all four survivors bring in a toolbox with a BNP, together they can repair a single generator in 5 seconds. Prove Thyself and Hyperfocus exist.)
- I'm not sure how this addresses any of your other complaints. A perk giving the killer permanent haste from the beginning of the match is not what you want, trust me. Perks for healing (Botany Knowledge) and finding totems (Small Game, Detective's Hunch) already exist. I honestly can't figure out what your point here is or how you think it would actually help. To me, it seems like it would make the game even harder to balance.
I can understand that you're a frustrated new player, but you're lashing out without actually learning the game. Most of your frustration could be addressed by simply practicing, learning what perks exist and synergize with each other, and -- this is a big one -- playing the other side. For a few weeks, alternate between killer and survivor every match. I strongly suspect you will come out of your killer matches with a better perspective, and playing the game from the "other side" will help you play survivor better as you watch what good survivors do in chase and learn the limitations of the killers' various powers.
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Unless we're down to 1 or 2 gens I'm probably not letting everyone escape just because I don't want to sit through all the rest of the gens. I also don't want to normalize letting three remaining players farm because one DC'd, as making this the norm becomes exploitable ("the game is going bad so I'll selflessly DC and force the killer to let everyone else go").
But I think giving one survivor hatch after a DC is a gesture of good sportsmanship -- not required, but I would encourage it. It's usually who I think is the more skilled or more fun/silly survivor.
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@Mushwin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312430#Comment_3312430
yeah but after the 1000th or so post in a week of this and that needs fixing, it kind of gets boring and old of seeing and looking at the topic that 1000 of other people of posted so I would rather see a post of someone having a great time today. :)
I mean, isn't that the purpose of the off-topic section? I'm genuinely not trying to be snarky here, but it seems like you should probably go hang out there if you want to see off-topic posts?
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@SmarulKusia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312702#Comment_3312702
this thread is so mind-boggling.
Last second swaps are fine.
Then they should just not let you see the team you are going against, it's the same net effect. If they are going to let killers see the survivors before the match then it should be meaningful information.
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As though the devs have never been wrong about stuff before.
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@SantaKlawz1 said:
High prestige does not equate to skill level. I'm high prestige and suck.
If you are repeatedly asked to consider two survivors based on their prestige level, and you chose the higher-prestige survivor as more skilled, and you are correct 50% of the time on average, there is no correlation at all.
I suspect you would be correct slightly more often than you would be incorrect.
Nobody anywhere is saying prestige equates to high skill. This is a strawman.
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@GolbezGarlandGabrant said:
Killers dodging lobbies over things like too high prestige, too many medkits, too many hours on steam profile, person wearing legacy nea, person being anonymous, private profile is just as bad as people swapping last second. Would the outcome be any different if they didn't swap and you stayed in the lobby.
I think it's fair.
Prestige: Agreed, should be hidden IMO.
Medkits: I can't possibly imagine why in 2023 DBD a killer wouldn't want to play against a full medkit lobby as an M1 killer. 🙄 This is a symptom of the game's state and isn't a problem in its own right.
Profile: I think it's reasonable not to show Steam profile links until the match is over.
Legacy Nea: I mean, they chose the skin. Maybe don't show off how many hours you have... unless you want people to know how many hours you have?
Anonymous/private: I don't think this is unreasonable given that most cheaters use anonymous mode or have private profiles.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3312623#Comment_3312623
Good to see you man, we need to start a "eh okay at DBD " club
I'm in, y'all got tshirts?
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@TigerSnake said:
Also give us the ability to switch killers in lobby. I don’t mind facing a sweat squad, but I’d prefer to do so when properly equipped.
Per-killer MMR precludes the option to switch killers. You could queue with a low-MMR killer then swap to Nurse.
Killers are supposed to have the advantage that they can see the survivors and their items, however. The problem is that last-second swaps can deny this advantage.
TBH the fix is pretty simple: survivors have to lock their loadout in 45 seconds. Once their loadout is locked, the killer can still change theirs for another 30 seconds. This increases the lobby timer from 1:00 to 1:15 but prevents survivors from denying the killer their knowledge advantage.
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The fact that survivors don't keep their add-ons notwithstanding, I like this idea but I'd make it 3k+ instead of 4k. If I absolutely steamroll a team due to bad matchmaking, I don't want to have to choose between keeping my add-ons and giving someone hatch. A built-in reason to actively avoid sowing goodwill is IMO bad for the community at large.
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@Peanits said:
Everyone will reach a point where you plateau while playing the way you would typically play. This point will vary person to person: Some people are absolute legends and will climb really high without much effort, others will cap out fairly low (and that's okay!). This is exactly how MMR systems work. The game is trying to find a spot where your playstyle, whatever it may be, will work about half the time.
That said, if you try to play in a way that'll make you win more often, your rating will increase and you will get tougher matches, eventually plateauing again where your new strategy only works about half the time. The harder you try, the tougher your opponents will be. If you feel like you need to tunnel after tunneling to win, it's more than likely due to the fact that you've climbed above your comfort zone.
To be very clear, if you're hyper focused on winning more often than not, you will have to try (and try hard at that). The game will not try to give you easy wins. Winning consistently means the other side is losing consistently, and that means the matchmaking system isn't working.
Trying to boil the game down to an equation doesn't really work. In your example, you haven't factored in the time survivors spent saving their teammates. This is by far the most important factor in the game: Pressure. If you have one survivor on a hook, another in a chase, and a third going for a save, that leaves only one survivor left free to work on generators. This is also something you sacrifice by tunneling one survivor; the other three have nothing to do but generators since you aren't giving them a reason not to, so your generators will fly by. There's way too many factors to stick a number on it without grossly oversimplifying it.
All that aside, I really wouldn't assume you're at high MMR (not just you, OP, but anyone). The actual distribution of people across all MMRs is like a bell curve. There's a lot of people in the middle and very few at either extreme (high or low). The vast majority of people will fall somewhere around the middle. While I don't doubt that some folks here truly are playing in the high MMR range, the amount of people there are so low that it's a really bold claim to make when you can't even see your rating.
I have probably under 200 hours on survivor, am admittedly pretty bad at it, and die way more often than I escape. My overall escape rate is probably under 20%, and that's being generous.
In the past week I've gone against ArrayGamer twice and Ralph once. I have absolutely zero business playing against people in the same room as these guys, let alone these guys themselves. So I guess I'm "high MMR" despite losing nearly every game?
I'm sorry, Peanits, but MMR is horribly, horribly broken. I'm sure a lot of effort went into building the system but it does not consistently create good play experiences, not by a long shot. When you are putting <200 hour players who lose the vast majority of their matches against killers with over 7k hours you really need to take this system back to the drawing board.
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@Unimatrix00 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310292#Comment_3310292
How often do you see killers DC from matches? I know I don't ever, unless I'm experiencing some serious lag.
This past week it's happened at least four times that I can remember, three of those times I was going for an adept and was not awarded it.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310372#Comment_3310372
Why do you sound as if I'm bragging and you now have that covetousness tone.Like you just have to have this available to you ?
I played against wraith who didnt hook one other survivor ,he spent the whole match looking for me so I couldn't get hemophobia
I've put my work in for the harder trophies like skilled huntress
I'm saying the criteria for obtaining achievements should be consistent across platforms. Either killer DCs should grant survivor adept on all platforms or it shouldn't on any of them. It doesn't much matter to me which it is, but it's a bit silly that activation criteria aren't the same.
That's an objective critique of the game. It's not a "tone."
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@AverageKateMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310292#Comment_3310292
Well no not really because a killer dcing grants an adept for free and a survivor dcing denies it completely. It's really not the same thing
Not for me, happened three times in the last week that the killer DC'd while I was going for an adept and I did not get it any of the three.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310338#Comment_3310338
Promise you, it's happened to me multiple times, including objective trophies like doing the gen in the main house or room.
So I'm thinking it must be a platform condition
This happened recently
Ok. So that's something they need to fix, make it consistent on all platforms.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310318#Comment_3310318
You say achievement are you on Xbox? There might be different conditions for others platforms such as we have to get 100 downs on PSN for skilled huntress as where Xbox only needed 24 idk exactly if that's the case tho
No, PC (Steam).
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3310292#Comment_3310292
Actually you'll get instant adept if killer dc's because the only condition for survivor adept is to escape
Which has happened to me
Nope. I've had three killer DCs in the past week while going for various survivor adepts and I was not awarded the achievement for any of them.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/360035/clarification-on-adepts-and-ragequits
Actually it does,also if they kill themselves on hook because it's still counted as hook states you get a larger incentive for ragequits but this will not ensure the adept because you still have to get gold or iridescent in the categories and have merciless killer as match results you can have 1 iridescent but all other categories must be gold.I don't think it's possible if two dc
OP is talking about the upcoming changes, not discussing the way the game currently works. Read the January 2023 developer update.
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A pretty straightforward way to nerf Eruption would be to limit the number of gens it can be active on (say, 2), double the cooldown, and have the cooldown apply after a kick, not after a down.
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Killers also ruin adepts by DCing, so at least the idiocy is symmetric.
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I never used exposed perks on her anyway, excepting the odd match with devour, usually for a tome challenge. This change is going to have zero effect on my games.
I'm more interested to see what they do with the changed add-ons (which they're withholding information about, for some unfathomable reason).
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305951#Comment_3305951
But there aren't real-world consequences to leaving in the middle of the game, and you'd be called silly for saying there should be. Few people would think to force someone to stay in a match they don't wanna play anymore, especially a non-team game. Most in-person games will let you forfeit with no questions asked, the only penalties being that it counts as a defeat.
Non-team games, sure.
If you are even playing a casual team game with a bunch of friends and you walk off because you are done playing, the consequence is that your friends are probably going to be a bit pissed at you and think twice before playing another team game with you. Nobody is preventing you from leaving, but you're going to lose some goodwill / "social capital" by doing so.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303492#Comment_3303492
Regarding problems 1 and 2, I think they're only really issues because the devs want to have it both ways with their matchmaking system. They want it to be fairly accurate but they also don't want people treating the game competitively in relation to MMR. I don't think players would mind sweating as much at higher MMR brackets if there was a real reason to do so. But a lot of players understandably didn't like it when they turned on SBMM and suddenly they had the hardest games of their lives for no reason or reward/rank title. And problem 2 kind of ties into problem 1. The player who sweats to an elite level will probably be ok with a longer queue for those games.
Agreed, and I think this could be resolved with separate ranked and unranked queues. Unranked could reward a fraction of the BP and/or have access to all perks, items, add-ons, and offerings just like customs. Whether dailies, tome challenges, and achievements should be enabled for unranked would be a matter for further discussion.